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FF7/DamageFormula

10,099 bytes added, 16:16, 20 May 2021
m
0: Physical Accuracy Check: There is an enemy check on the Dex bonus that I didn't notice before. Physical Chance is unaffected.
== Damage Formula's description Accuracy Function considerations==Each of the upper nybble of the damage calculation determines what checks are done to accuracy of the action and whether or not it will connect, be critical or miss. Here are the functions in order processed based on the upper nybble:
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Upper Nybble
! style="background:rgb(204,204,204)" | Functions
|-
| 0
| None (always hits)
|-
| 1
| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]], [[FF7/DamageFormula#2:_Critical_Hit_Check|Critical Check]]
|-
| 2
| [[FF7/DamageFormula#1:_Magical_Accuracy_Check|Magical Accuracy]]
|-
| 3
| Dummy [3] (always hits)
|-
| 4
| Dummy [4] (always hits)
|-
| 5
| Dummy [5] (always hits)
|-
| 6
| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]], [[FF7/DamageFormula#2:_Critical_Hit_Check|Critical Check]]
|-
| 7
| [[FF7/DamageFormula#1:_Magical_Accuracy_Check|Magical Accuracy]]
|-
| 8
| [[FF7/DamageFormula#7:_Level-based_Accuracy|Level-based Accuracy]]
|-
| 9
| [[FF7/DamageFormula#6:_Manipulate_Accuracy_.28intended_solely_for_playable_characters.29|Manipulate]]
|-
| A
| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]], [[FF7/DamageFormula#2:_Critical_Hit_Check|Critical Check]]
|-
| B
| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]]
|-
| C
| None (always hits)
|-
| D
| None (always hits)
|-
| E
| None (always hits)
|-
| F
| None (always hits)
|}
0x11=Damage Calculations=These are the damage functions according to an unmodded FF7-ENG 1.02 (1998)==Standard Formulae=====X0:===''0x5DE5C0''<pre>Sets Target's 02h flag to 1. (Unknown effect)</pre>
Prepare Function 0x0 (calculate physical hit chance)===X1:===''0x5DE5DF''<pre>If Attack Property "Always Critical" is Set Set Critical Damage FlagEnd If
Prepare Function 0x2 x = (calculate critical chanceActor's Level * Actor's (M)Attack ) / 32y = ( Actor's Level + Actor's (M)Attack ) / 32z = Actor's (M)Attack + ( x * y )z = z * ( 512 - target's defense )* Attack's PowerDamage = z >> 13//This is a bit-shift left by 13 which is mathematically equivalent to dividing by 8192, but it's important to note that it doesn't actually divide as this is the source of the damage overflow glitch
If Critical Damage Function 0x1Flag is set Damage = Damage * 2End If
If Actor's Statuses include Berserk
Damage = Damage * 3 / 2
End If
0xA0:Long_Range = 0If Target is in Back Row Set Long_Range = 1End If
Prepare Function 0x0 (calculate physical hit chance)If Attack is Short Range OR Command is Enemy Attack If Actor is in Back Row Long_Range = 1 End IfElse Long_Range = 0End If
Prepare Function 0x2 (calculate critical chance)If Long_Range != 0 Damage = Damage / 2End If
If Target is Defending Damage Function 0x1= Damage / 2End If
damage If Target's Back is exposed Damage = damage Damage * (1 + number_of_status1 + 2 * number_of_status2Target's Back Attack Modifier / 8 ).End If
number_of_status1 are calculated as sum of attacker statuses darkness, slow, silence, sadness, poison, near death.If Actor's Statuses includes Frog Damage = Damage / 4End If
number_of_status2 are calculated as sum of attacker statuses death sentenceDamage = Sadness( Damage )Damage = Split( Damage, slow-numb.0 )Damage = Barrier( Damage ) If Actor's Statuses include Mini Damage = 0End IfDamage = Variance( Damage )</pre>
===X2:===
''0x5DE9B8''
<pre>
multiNoSplit = ( ( ( Attack's Target Flags AND Ch ) - 4 ) == 0 ? 1 : 0 )
Base = (Actor's Attack + Actor's Level) * 6
Damage = (512 - Target's Defense) * Base * Attack's Power / 8192
Damage = Sadness( Damage )
Damage = SplitDamage( Damage, multiNoSplit )
Damage = Barrier( Damage )
Damage = Variance( Damage )
</pre>
===X3:===
''0x5DEA6D''
<pre>
If Attack Properties Damage MP is clear
Damage = Target's HP
Else
Damage = Target's MP
End If
0xA1:Damage = Damage * Attack's Power / 32
Prepare Function 0x0 If ActionData[AC] != 0 (calculate physical hit chance?) Damage = Damage / 2End If</pre>
Prepare Function 0x2 (calculate critical chance)===X4:===''0x5DEAF7''<pre>If Attack Properties Damage MP is clear Damage = Target's MHPElse Damage = Target's MMPEnd If
Damage Function 0x1= Damage * Attack's Power / 32
if current hp less then max hp If ActionData[AC] != 0 (?) Damage = Damage / 4 then damage = damage * 2.End If</pre>
if attacker in death sentence then damage = damage ==X5:===''0x5DEB81''<pre>Damage = (Actor's (M)Attack + Actor's Level) * 4.6 + (Attack's Power * 22)Damage = SplitDamage( Damage )Damage = Barrier( Damage )Damage = Variance( Damage )</pre>
===X6:===
''0x5DEBE5''
<pre>Damage = Attack's Power * 20</pre>
===X7:===
''0x5DEC0A''
<pre>
Damage = ( ( 512 - Target's Def ) * Attack's Power / 32 )
Damage = Variance( Damage )
</pre>
0xA2===X8:===''0x5DEC52''<pre>If ActionData[0x230] AND 40h ActionData[0x230] = 1Else ActionData[0x230] = 80hEnd If//presumably this checks if the target heals from restore element and will either recover or kill based on the result</pre>
Prepare Function 0x0 (calculate physical hit chance)===X9:===''0x5DEC8A''<pre>Actor's Attack = Actor's Strength * 2Use Damage X1 with adjusted stat</pre>
Prepare Function 0x2 ===XA:===''0x5DECAA''<pre>Damage = (calculate critical chanceAttack's Power + Number of Targets - 1 )/ Number of Targets</pre>
==Additional Checks=====Sadness( Damage Function 0x1)===''0x5DE958''<pre>If Target's Status includes Sadness Damage = Damage - (Damage * 3 / 10)End IfReturn Damage</pre>
damage = damage * ==SplitDamage(1 + number_of_dead_player_unitsDamage, multiNoSplit )===''0x5DE8F4''<pre>If multiNoSplit == 0 If No.of Attack's Targets >= 2 Set Attack's split damage Target Flag Else Set multiNoSplit == 1 End IfEnd If
If ActionData[0xAC] == 0
Damage = Damage / 2
Else
If multiNoSplit == 0
Damage = Damage * 3 / 2
End If
End If
Return Damage
</pre>
===Barrier( Damage )===
''0x5DE82C''
<pre>
If Attack Property "Physical" is 0
If Target's Statuses include MBarrier
Set ActionData "MBarrier Active" flag
End If
Else
If Target's Statuses include Barrier
Set ActionData "Barrier Active" flag
End If
End If
0xA3:If ActionData "MBarrier Active" or "Barrier Active" flags are set Damage = Damage / 2End If
Prepare Function 0x0 If attack is Magic and EnabledMagic[7] == 0 (calculate physical hit chance?) Damage = Damage + ( Damage * ( EnabledMagic[7] * (10 / 32) ) / 100 )End IfReturn Damage</pre>
Prepare Function 0x2 ===Variance(calculate critical Damage ):===''0x5DE988''<pre>Damage = Damage ([0..255] + 3841) >> 12 //from RNGLUT in KERNEL.BIN//Again, we have another chance)for overflow.
power_modifier If Damage = total_level_of_all_enemy_target = 0 Damage == 1End IfReturn Damage</ number_of_enemy_target.pre>
(this only use enemy units from 4 to ==Secondary Damage Formulae=====X0:===''0x5DECFB''<pre>Damage = Attacker's HP</pre>===X1:===''5DED1E''<pre>Damage = Attacker's MHP - Attacker's HP</pre>===X8:===''0x5DED73''<pre>Dice_Count = Attacker's Level / 10 that includes in target mask after all preparation)
Damage Function 0x1If Dice_Count < 2 then Dice_Count = 2Elseif Dice_Count > 6 Dice_Count = 6End If
total_dice_roll = 0
For ( d_loop = 0; d_loop < Dice_Count; d_loop++ )
die = [0..5]
all_dice[d_loop] = die
total_dice_roll += die + 1
set die visualization based on roll
Loop
0xA4:value_repeat = 0For ( d_value = 0; d_value < 6; d_value++ )
Prepare Function 0x0 repeat_count = 0 For (calculate physical hit chanced_loop = 0; d_loop < Dice_Count; d_loop++ )
Prepare Function 0x2 (calculate critical chance) If all_dice[d_loop] = d_value then repeat_count++ End If Loop
power_modifier If repeat_count > value_repeat then value_repeat = 1 + (((current_hp * 3) / max_hp) * power_modifier).repeat_count End If
Damage Function 0x1Loop
Damage = value_repeat * 100 * total_dice_roll
</pre>
===X9===
''0x5DEEEF''
<pre>
Damage = Number of Successful Escapes
</pre>
===XA===
''0x5DEF1D''
<pre>
Damage = Target's HP - 1
</pre>
===XB===
''0x5DEF44''
<pre>
Damage = (Game Time Hours * 100) + (Game Time Minutes)
</pre>
===XC===
''0x5DEF88''
<pre>
Damage = Target's Kill Count * 10
//This is intended to be used only on players
//This will cause a memory leak if done on enemies
</pre>
===XD===
''0x5DEFDD''
<pre>
If target is playable character
MateriaCount = 0;
For ( MateriaLoop = 0; MateriaLoop < 8; MateriaLoop++ )
If target has materia in weapon slot [MateriaLoop] then MateriaCount++
If target has materia in armor slot [MateriaLoop] then MateriaCount++
Loop
Damage = MateriaCount * 1111
End If
</pre>
=Accuracy Functions=
The point of these is to set the "attack will miss" flag in the current action memory structure.
0xA5===0:Physical Accuracy Check===''0x5DDBB0''<pre>;For the purposes of this code, "Dex" means the adjusted Dexterity of the actor/target if any in-battle dex bonuses have been granted.;Same holds for the Physical Evade. Physical Hit rate has no in-game bonus opportunities.
Prepare Function 0x0 Check_For_Cover(calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)HitChance = -1;
power_modifier If "Always connect" flag set then HitChance = 1 + (((current_mp * 3) / max_mp) * power_modifier).255;
Damage Function 0x1If target has one of the following statuses (Death, Sleep, Confu, Stop, Petrify, Manipulate, Paralysis) then Remove Sleep status Remove Confu status Remove Manipulate status HitChance = 255End If
If action is flagged as "always hit" then HitChance = 255;
Physical Chance = (Actor's Dex >> 2) + action physical hit rate
If Actor is enemy then
Actor's evade = Actor's Physical evade
else
Actor's evade = (Actor's Dex >> 2) + Actor's Physical evade
End If
If Target is enemy then
Target's evade = Target's Physical evade
Else
Target's evade = (Target's Dex >> 2) + Target's Physical evade
End If
0xA6:If HitChance = -1 Then HitChance = Physical Chance + Actor's evade - Target's evade HitChance = FuryAdjust(HitChance)End If
Prepare Function 0x0 (calculate physical hit chance)If HitChance = 0 then HitChance = 1
Prepare Function 0x2 Luck Chance = [0..99]If (calculate critical chanceActor's Luck / 4)> Luck Chance Then HitChance = 255 ;Lucky HitElse If Actor is Player Character targetting an enemy Then If (Target's Luck / 4) > Luck Chance HitChance = 0 ;Lucky Dodge End If End IfEnd If
power_modifier Miss Chance = 1 + (((total_ap / 10000) [0..65535] * power_modifier99) / 1665535)+ 1 ;essentially [1..100]if HitChance < Miss Chance then Set Miss flagEnd If</pre>
(total_ap ====Check_For_Cover==== This is no where the game checks if the target is covered under a "cover"ing ally. It only applies to Player Characters It might be more complicated than ap needed for max starI'm seeing, so underwater materia won't work)but that is definitely ONE of its functions
Damage Function 0x1====FuryAdjust(HitChance)====<pre> If HitChance < 255 then If Actor is in Fury Status HitChance = HitChance - ((HitChance * 3) / 10) End If End If return HitChance </pre>
===1: Magical Accuracy Check===
''0x5DDE5E''
<pre>
acc = Action's Accuracy
tar_save = level / 2; //rounded down
acc_bonus = actor's level - tar_save
rand_0 = [0..99]
rand_1 = [0..99]
if acc < 255 then
if target does not have instant-death, null, or heal properties to current attack then
if attack is not (reflectable and target in reflect status) then
if attack does not inflict statuses or inflicting status include: Death, Sleep, Confu, Stop, Petrify, or Paralysis then
acc = Fury_Adj( acc );
if target's M_Evade > rand_0 OR
acc + acc_bonus < rand_1 then
Set action miss flag
end if
end if
end if
end if
end if
</pre>
===2: Critical Hit Check===
''0x5DDF8E''
<pre>
If attack does not miss then
if actor in lucky girl status then
critical_chance = 255
else
critical_chance = ((actor's luck + actor's level) - target's level ) >> 2;
if actor is playable character then
critical_chance += weapon's critical bonus //?
end if
Critical_random = ( ( [0..65535] * 99 ) / 65535 ) + 1;
if critical_chance > critical_random then
attack set to critical
end if
end if
end if
</pre>
3, 4, and 5 don't exist. Since they don't set miss they will always hit.
0xA7===6:Manipulate Accuracy (intended solely for playable characters)===''0x5DE0D0''<pre>int ally_loop;ManipSuccess = 0;for ( ally_loop = 0; ally_loop < 3; ally_loop++ ){ if target is currently under manipulation by an actor then break; end if}if target is not currently being manipulated AND target is not a playable character AND target is an enemy AND actor is not currently manipulating an enemy AND target is not under manipulate status AND target's timer bar is running AND //like they're not stopped, petrified, etc target's attack resistance is "always-hit" then //? Manip_Chance = actor's level + 50 - target's level; //no less than 0 if target count > 1 then Manip_Chance = ( Manip_Chance << 2 ) / 5; end if if actor's [0xAC] == 0 then Manip_Chance >> 1; end if if target's attack resistance is "always-hit" then Manip_Chance = 255; end if if actor's accessory property == 5 //"Increase manip rate" property on Hypnocrown if Manip_Chance < 100 then Manip_Chance = 100; end if end if If Manip_Chance > [0..99] then ManipSuccess = 1; end ifend ifIf ManipSuccess == 1 then Set actor's manipulated enemy to target Display String 5Ah {"Manipulated <Enemy>"} Clear Actor's 0xE4 value //unknownelse Set attack missedend if</pre>This doesn't actually place the target in the manipulate status. That happens elsewhere.
Prepare Function 0x0 (calculate physical hit chance)===7: Level-based Accuracy===''0x5DE08A''Prepare Function 0x2 (calculate critical chance)<pre>If Action's Accuracy > 0 thenpower_modifier = 10 + (( If the remainder of (number_of_kills Target's level / 128) * power_modifierAction accuracy ) / 16).is non-zero then Set attack missedDamage Function 0x1 end ifend if</pre> 0xA8: Prepare Function 0x0 (calculate physical So if the accuracy IS 0, then it will always hit chance) Prepare Function 0x2 (calculate critical chance) power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16)Damage Function 0x1This is to prevent a divide by zero error.
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